Search results for "language use"

showing 10 items of 5440 documents

Schemata, Acculturation, and Cognition : Expatriates in Japan's Software Industry

2016

This multiple case based empirical study expands the knowledge around North American software and IT workers in Japan as well as the expatriate literature and discussion of cognitive schemata in cross cultural settings. The study includes eleven individuals, nine of them in software. Evidence of selection, rejection, and adjustment of cognitive schemata found in Japan's business world is presented. Changes in schemata drive cultural adjustment and acculturation. North American software and IT workers in Japan must maneuver through unfamiliar and often complex schemata to motivate, lead, manipulate, and communicate with coworkers and partners and thereby gain success.

ta113Knowledge managementExpatriatebusiness.industryComputer science05 social sciences050209 industrial relationsContext (language use)Cognitioncognitive schemataAcculturationexpatriatesEmpirical researchJapansoftware businessCultural diversity0502 economics and businessSelection (linguistics)Cross-culturalbusinessSocial psychologyta512acculturation050203 business & management
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Understanding Social OER Environments—A Quantitative Study on Factors Influencing the Motivation to Share and Collaborate

2014

Social software environments are increasingly used for open education: teachers and learners share and collaborate in these environments. While there are various possibilities for the inclusion of such social functionalities for OER, many organizational, individual and technological challenges can hinder the motivation of teachers to share and collaborate in these environments. Current research cannot explain what barriers teachers face in social OER environments and how those challenges influence their motivation to engage in such environments. An exploratory factor analysis was used in the context of schools and higher education institutions to investigate the possible barriers to engagin…

ta113Knowledge managementHigher educationComputer sciencebusiness.industrySocial softwareGeneral EngineeringContext (language use)computer.software_genreExploratory factor analysisComputer Science ApplicationsEducationKnowledge sharingOpen educationta516Social mediabusinessInclusion (education)computerIEEE Transactions on Learning Technologies
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Issues in e-learning quality assurance

2011

As a decisive factor, the future of any discipline rests on quality, and e-learning is no exception. Due to its multidisciplinary nature, the contribution from various fields such as education, technology, and economy are needed to achieve quality, thereby creating rich learning experience. Undertaking such a task is challenging according to Pawlowski and Ehler (2006) because "it is necessary to find a valid perspective and definition of quality. This requires an answer to the question for which processes of educational scenario quality development has to be carried out, which quality and according to which perspective it is defined." Being diverse and situational/context dependent, there s…

ta113Knowledge managementProcess managementStandardizationbusiness.industryComputer sciencemedia_common.quotation_subjectInformation qualityta6121Context (language use)ta616ta516Quality (business)Situational ethicsQuality policybusinessQuality assuranceSoftware quality controlmedia_commonProceedings of the Second Kuwait Conference on e-Services and e-Systems
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Best Practices for International eSourcing of Software Products and Services from the Service Providers' Perspective

2015

This research analyzes how eSourcing service providers can execute the Information and Communications Technology-enabled international sourcing of software-intensive systems and services (eSourcing) effectively. The extant literature falls short of providing a detailed enough set of best practices and supporting classes of information systems to help providers to manage and deliver effective services. This research presents a set of best practices for international eSourcing service providers to facilitate the execution, improvement, and management of international eSourcing services. The practices help providers to establish and execute a mature eSourcing life-cycle in order to overcome th…

ta113Knowledge managementbusiness.industryBest practicePerspective (graphical)sourcingContext (language use)Service providereSourcingSoftwareExtant taxonOrder (exchange)Information systemsoftware servicesBusinessta512service providerssoftware products2015 48th Hawaii International Conference on System Sciences
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Super-fit and population size reduction in compact Differential Evolution

2011

Although Differential Evolution is an efficient and versatile optimizer, it has a wide margin of improvement. During the latest years much effort of computer scientists studying Differential Evolution has been oriented towards the improvement of the algorithmic paradigm by adding and modifying components. In particular, two modifications lead to important improvements to the original algorithmic performance. The first is the super-fit mechanism, that is the injection at the beginning of the optimization process of a solution previously improved by another algorithm. The second is the progressive reduction of the population size during the evolution of the population. Recently, the algorithm…

ta113Mathematical optimizationeducation.field_of_studyMeta-optimizationFitness landscapeComputer sciencePopulation-based incremental learningPopulationContext (language use)Reduction (complexity)Differential evolutionAlgorithm designeducationAlgorithm2011 IEEE Workshop on Memetic Computing (MC)
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Consumer value of camera-based mobile interaction with the real world

2013

Camera-based mobile interaction with the real world allows consumers to connect digital information with the real-world environment, and furthermore, to interact with real-world objects and places. To explore and understand the types of consumer value in the context of such consumer-level applications, we applied the critical incident technique to reflect actual use experiences from 107 application users with a recognized consumer value framework by Holbrook. The findings of the study suggest that at the current state value is heavily based on utilitarian efficiency and excellence. Although the applications enable a diverse value, they have yet to fulfill their potential in providing hedoni…

ta113MultimediaComputer Networks and CommunicationsComputer sciencemedia_common.quotation_subjectContext (language use)computer.software_genreComputer Science ApplicationsHardware and ArchitectureHuman–computer interactionExcellenceState (computer science)ta512computerCritical Incident TechniqueValue (mathematics)Mobile interactionSoftwareInformation SystemsValue frameworkActual usemedia_commonPervasive and Mobile Computing
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Consumer Acceptance and Use of Instagram

2016

This study extends the Unified Theory of Acceptance and Use of Technology 2 (UTAUT2) model to investigate factors affecting the acceptance and use of a social networking service (SNS) called Instagram. The UTAUT2 model is modified to better suit the context of SNSs by replacing the price value construct with self-congruence. Furthermore, we explore the effects of behavioral intention and use behavior on "user indegree" defined as the number of people who follow an SNS user. The results of the survey study largely support the hypothesized model in the context of Instagram. The findings contribute to previous knowledge by demonstrating the important roles of hedonic motivation and habit in co…

ta113Service (business)Value (ethics)Context modelHedonic motivationsocial media05 social sciencesSurvey researchContext (language use)AdvertisingUnified theory of acceptance and use of technology0502 economics and businessInstagram050211 marketingConstruct (philosophy)Psychologyta512consumer acceptance050203 business & management2016 49th Hawaii International Conference on System Sciences (HICSS)
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Context–content systems of random variables : The Contextuality-by-Default theory

2016

Abstract This paper provides a systematic yet accessible presentation of the Contextuality-by-Default theory. The consideration is confined to finite systems of categorical random variables, which allows us to focus on the basics of the theory without using full-scale measure-theoretic language. Contextuality-by-Default is a theory of random variables identified by their contents and their contexts, so that two variables have a joint distribution if and only if they share a context. Intuitively, the content of a random variable is the entity the random variable measures or responds to, while the context is formed by the conditions under which these measurements or responses are obtained. A …

ta113Theoretical computer scienceComputer scienceApplied Mathematicscouplings05 social sciencesta111Probabilistic logicContext (language use)01 natural sciencesMeasure (mathematics)050105 experimental psychologyconnectednessKochen–Specker theoremrandom variablesJoint probability distribution0103 physical sciences0501 psychology and cognitive sciencescontextualityNegative number010306 general physicsCategorical variableRandom variableGeneral PsychologyJournal of Mathematical Psychology
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Making group processes explicit to student

2014

This article considers student learning about group work in the context of project courses where student groups work under realistic expectations. Based on the literature, justice is explicated as a group work concept and regarded as a professional skill that can be practiced. Preliminary student feedback on teaching through continuous discussions on justice are presented together with teacher experiences.

ta113Work (electrical)Group (mathematics)Computer sciencePedagogyComputingMilieux_COMPUTERSANDEDUCATIONContext (language use)Justice (ethics)Group workStudent learningProject-based learningProceedings of the 2014 conference on Innovation & technology in computer science education - ITiCSE '14
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Online user survey on current mobile augmented reality applications

2011

Augmented reality (AR) as an emerging technology in the mobile computing domain is becoming mature enough to engender publicly available applications for end users. Various commercial applications have recently been emerging in the mobile consumer domain at an increasing pace — Layar, Junaio, Google Goggles, and Wikitude are perhaps the most prominent ones. However, the research community lacks an understanding of how well such timely applications have been accepted, what kind of user experiences they have evoked, and what the users perceive as the weaknesses of the various applications overall. During the spring of 2011 we conducted an online survey to study the overall acceptance and user…

ta113World Wide WebUser experience designEmerging technologiesbusiness.industryComputer scienceEnd userMobile computingContext (language use)Augmented realityMobile telephonybusinessUser Research2011 10th IEEE International Symposium on Mixed and Augmented Reality
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